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Hey i don't know if this is a bug but after i beat emerald and the other trainer at the start of the journey i went back to the beach and when i got a starter i still kept my eevee wich i found awesome.

edit: found an other bug. Before i went to twinkle town i went to moonlight town and went up to route 3b. i saw 2 aqua members and a secuine and when i talked to the secuine it was a trainer with lvl 30+ pokemon. I dont think i was suppose to enter that place but it seems either the whole game is bugged or is it only me.

Hey i don't know if this is a bug but after i beat emerald and the other trainer at the start of the journey i went back to the beach and when i got a starter i still kept my eevee wich i found awesome.

Interesting.
I'll check on that.
Thank you.

Quote:

Originally Posted by KillerTyphlosion

found an other bug. Before i went to twinkle town i went to moonlight town and went up to route 3b. i saw 2 aqua members and a secuine and when i talked to the secuine it was a trainer with lvl 30+ pokemon. I dont think i was suppose to enter that place but it seems either the whole game is bugged or is it only me.

Already reported and I already fixed it in the next to-be-released version.

Quote:

Originally Posted by BLOOOD-La-ti-

This hack is awesome!!,but why does the game progress fast?

It does?

Quote:

Originally Posted by mralexs

Someone please tell me where rock smash is! I've looked all over moonlight town and I can't find it!

Read the F.A.Q. please.

Quote:

Originally Posted by blackmage856

I hate the attempt at fake difficulty ...by making EVERY trainer spam items, its annoying and repetitive, quite frankly it makes me not want to even go to the end of the beta.

The reason they have items is because...they are trainers.
Their ability of using items will remain in the game.

The reason they have items is because...they are trainers.
Their ability of using items will remain in the game.

I can't please everyone though.

I can actually understand the complaint. I think the concern is that if every Trainer has items, then you are being forced to go and search out items yourself to use in the same fashion they use them.

Most of the time it should not be an issue, however...MOST of the time. After all, if your move is super-effective and you go for the second and the kill, the Trainer merely wastes his Potion. But I say again, every Trainer having them is excessive; most official games limit it to Gym Leaders and a select few (like other Gym Trainers or a couple of notable battles, like against a Magma leader or somesuch). Is it more challenging giving every Trainer items? Sure. Does it give any form of uniqueness to the leaders? No, they're just another battle.

The official games limit it mostly to leaders, sometimes the rival, higher up members of Team Plot, and the occasional wealthy trainer, or Cooltrainer/Ace Trainer. Random Youngsters and such almost never have items. Also, if you plan on making money scarce for the player again, the most direct consequence of this is players being very conservative with money and resources, so having items on every single trainer is somewhat unusual as you'd expect them to be governed by the same rules as the player. It's also not a bad idea to withhold items from trainers who you'd expect to get them sometimes as it makes them less predictable.

Wouldn't the money issue be easily bypassed by the use of Pickup, like how you used the Combees in your LP? Since Jagold is hacking Ruby (Which lacks the Pickup nerf implemented with FRLG and later Emerald), should Pick-up be allowed only on late-game mons? Or removed completely to stop the loophole abuses?

@jagold
I do agree with blackmage. Even though giving potions to every single trainer may seem like a way to increase difficulty, it is also highly frustrating. As Cylone said, it's just a way of postponing the inevitable and wasting PP. Giving potions to common trainers does not make the battle more difficult, just one turn longer.

On the subject of Pickup, I'm using that to my advantage to hold on to money in Emerald right now. Zigzagoon has a permanent home in my party for the time being, and I've already snagged Ultra Potions via Pickup and even a couple of Great Balls, one of which captured Skitty when I stumbled upon it while out of regular Pokéballs. It works splendidly because I have to train to defeat a Lv.15 Nosepass in the very first Gym, and have been loitering about Rustboro training for at least a couple of days now. (Yes, I could level one up into the 20s and say screw it, but that doesn't help much later.)

So my item collection is going splendidly right now. Pickup is a very useful ability to have available early in the game. I tried one beta without such Pokémon available and no items lying around and found it to not be much fun in the early stages.

Then you are pretty awesome... for being able to pickup non-existing item.

What do you mean? It restores 120 HP at once.

No, I mixed up two items, I meant to say either Hyper Potion (3%) or Ultra Ball (5%). I just merged the wrong words together and that's what came out. Though a Hyper Ball would be cool. Stronger than an Ultra Ball, mayhaps?

Some Trainers should be able to heal. However, EVERY Trainer should not be able to heal. Keep in mind some Pokémon can heal themselves, too, but don't make that the determining factor for who should be able to heal. As I noted earlier, if I bring up a Fire type against a Chikorita and roast it with a super-effective move, the Trainer skipping a turn will simply cause an identical effect on that second turn after I roast it again. There is nothing gained and it's a waste of a bunch of PP if every Trainer is able to do it. There's no challenge, just annoyance.

Perhaps I can give the hack a playing when taking breaks from Emerald (hey, I have to grow some Berries after all) and I might be able to give you some guidance on where healing would be an interesting challenge or otherwise makes sense.

Feedback: *I played the buggy "lv10" version and I haven't seen any glitches this far though. Didn't check whether there is already an update for it out or not.

I also think it was annoying that every single trainer healed their pokemon with potions and the fact that gym leaders have plenty of them was even more annoying...

What I'm going to come with it is the fact that in original pokemon games, you're let to believe that you will defeat the enemy with your next move, whether would it be a Quick Attack or something else but instead you've to watch the trainer heal up its pokemon again, battle it till the end and watch it heal again...
Two healing items for each trainer is way more than enough, I think it would be good if each trainer would be carrying one item for instance which could also be a status healing item (and yet not Full Heal so they wouldn't use it all the time either).

And more critique to come...

The fact that trainers become stronger after each gym and can be re-battled again (I just thought it could work this way because I only beat the first leader and quitted because didn't like the to play because of how trainers work.) is one unique feature but I didn't like it. Especially seeing after the first gym, I was no match to another gym leader which I thought I would be able to beat now. And the motivation to continue playing was even lower as I simply thought that after beating this gym leader, I still have to grind and re-battle these trainers over and over again until I can beat the 3rd gym leader which has probably gotten a lot stronger too after the 2nd gym.

Or might also put it this way; the fact that you can re-battle the trainers is a nice feature but it doesn't really work in the way you implemented because the beginning of the hack until beating the 3rd gym leader is full of annoyance if you really have to pull it off the way I believe it had to be done.

Overall, the story was okay and the game has nice graphics. I also liked how the game started out until I reached that town where the ship was supposed to take off. That's all I can say for the positive things though :\

For fixing this up, I'd suggest a significant difficulty drop. So basically, after you've beaten the first gym leader, the trainers could be re-battled again but wouldn't have changed much (or at all) and same for the gym leaders, their pokemon could have been gone up by a level or at maximum, two.

For fixing this up, I'd suggest a significant difficulty drop. So basically, after you've beaten the first gym leader, the trainers could be re-battled again but wouldn't have changed much (or at all) and same for the gym leaders, their pokemon could have been gone up by a level or at maximum, two.

Suddenly not sure I'll playtest this based on the rest of your post, but regarding this, Trainers after a Gym battle still have weaker Pokémon (though not by much) compared to a Gym Leader. So in that sense, increasing other Trainers' levels to 2-4 Levels under the leader's might not be a bad idea. Of course, it's always possible to miss a battle with a Trainer, meaning the first encounter you have with them could be a stronger form.

Suddenly not sure I'll playtest this based on the rest of your post, but regarding this, Trainers after a Gym battle still have weaker Pokémon (though not by much) compared to a Gym Leader. So in that sense, increasing other Trainers' levels to 2-4 Levels under the leader's might not be a bad idea. Of course, it's always possible to miss a battle with a Trainer, meaning the first encounter you have with them could be a stronger form.

The issue was more like the fact that trainers don't have to be battled yet you still have to face all of them and probably do some grinding while at it till you're ready for the next gym. And after this is done, repeat the same thing once again.

If the levels of trainers increased by a level after the first gym, the pokemon of gym leaders could increase by two levels for instance and same thing after the second gym. That way, you wouldn't have to repeat the same things over and over again.

What I'm going to come with it is the fact that in original pokemon games, you're let to believe that you will defeat the enemy with your next move, whether would it be a Quick Attack or something else but instead you've to watch the trainer heal up its pokemon again, battle it till the end and watch it heal again...

The issue was more like the fact that trainers don't have to be battled yet you still have to face all of them and probably do some grinding while at it till you're ready for the next gym. And after this is done, repeat the same thing once again.

If the levels of trainers increased by a level after the first gym, the pokemon of gym leaders could increase by two levels for instance and same thing after the second gym. That way, you wouldn't have to repeat the same things over and over again.

I'd almost prefer that the levels of Trainers only went up after finishing the first three Gyms, since it's really a choice of three Gyms right at the start. If someone does the super grinding needed to challenge the highest leveled first, the others would become a piece of cake. Very unbecoming of a Pokémon game.

So i found a bug...
Ralts was lvl 10 before the fight with the leader of Twinkle town and got KO'ed in the battle which I still won. In the next fight ralts won i saw no visible amount of xp being added so i checked its status and its xp needed to the next level was: 317718705.

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